The Leathers Brothers
The Leathers Brothers | |
---|---|
Region |
The Big Moist |
Unlocked by |
Wandering |
The Leathers Brothers are a pair of hunters, one voiceless, the other on a mission.
Quests
John Leathers unknowingly killed a mailman, a serious crime, while hunting gatormen for their skins, which is apparently perfectly acceptable. He needs a few more skins to complete a project, though he's cagey about what it is.
- Agree to hunt for John. This unlocks Gatorman Village.
- Defeat gatormen (at the village or anywhere else in The Big Moist) until you have ten gatorman hides. (John asked for five, but he'll ask for five more when you return, so might as well have them handy.)
- Return and give John 10 gator hides for 35 and 25 .
He asks next for a voice to animate the tongue. Like The Little Mermaid in reverse.
- Fish in the Gatorman Village and find the voice of a gatormerman.
- Travel back to the Leathers' camp. A gatorman detective has captured John and Paul.
Ahhhh! He's onto you! | |
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Enemies
|
Inspector Legrand |
XP (kill) |
13-14 |
Drops
|
gator cage key magnifying glass |
Before you can free the brothers, you must either:
- Defeat the detective in a fight, or
- Shake off his suspicion of you (6ish Moxie) (There are two Moxie options, both with the same result).
Note: If you kill(?) Inspector Legrand, you might miss out on a bonus reward, depending on a later choice.
Give Paul the voice. You earn 40 if the detective is still standing. If you defeated him, you earn 35 instead, Paul mourns the gatorman's loss, and you can respond with:
- "Sorry about that."
- "It's only an alligator."
- "I don't recall killing any alligator."
- Haunted: "'Tis a dark path we walk, Paul."
- Agent of Chaos: "Why so serious, Paul?"
- Say nothing
In either case, Paul has some moving words to say about rejecting violence. Your response may be:
- "This doesn't seem like a conversation I need to be here for."
- "Let's focus on the positives. Paul has a leather tongue."
- Say nothing: If you defeated the detective, choosing this option results in him... being alive again?
Next, if Legrand is standing, he and John throw their magnifying glass and knife into the swamp, as a gesture of peace. If this happens, you can:
- Grab the items to find valuable hunting knife and magnifying glass. (With 5ish Moxie, you can even be casual about it to avoid ruining the moment.)
- Throw away one of your own weapons for the Disarmer perk (+2 Physical Armor).
- Just watch and get nothing.
Finally, Paul either commands John to leave (if Legrand is down), or negotiates with the detective (if he's up) to spare John the death penalty. Either way, Paul remains at the camp and you can speak and trade with him.
Shop
Paul, who doesn't talk, sells:
1-2 | condensed swamp gas | 40 | |
1-2 | gator punch | 40 | |
1 | crowbar | 100 | |
1 | pick-axe | 100 | |
1 | gatorman skin-pants | 80 | |
2-3 | roll of duct tape | 20 | |
2-3 | sharpening stone | 20 | |
2-3 | impregnable tack | 50 | |
2-3 | powerful grits | 50 | |
1 | gator stick | 80 | after returning his tongue |
1 | hollow gator tooth | 80 | after returning his tongue |
Interactions
Attack the hunters | |
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Enemies
|
John Leathers Paul Leathers |
XP (kill) |
13-14 |
Drops
|
valuable hunting knife |
If Alphonse Gator is with you when you arrive, John brandishes his knife and demands the gatorman leave. You can:
- Send Alphonse to the Speakeasy
- Defend Alphonse (7ish Moxie): He's allowed to stay.
- Attack the hunters: Unlock Gatorman Village on victory.
- Retreat: Go to the Swamp Bus Stop. You can return at any time.
If you defeat the brothers, obviously, you can't trade with Paul nor do their quest.
- A bedroll. If you've restored Paul's voice, you can have A Hunter's Dream and gain the Hunter's Mark perk.
- A sack of leather which does not contain any leather.
Shack
John warns you not to go inside, as you might not like what you see.
Inside is a single broken egg.
People
- Paul Leathers, a voiceless former hunter
- John Leathers, a hunter
- Inspector Legrand, a gatorman detective
Notes
- Mapping the outcomes of the Lagrand scene was confusing. It almost seems like saying nothing (at the "I don't need to be here / Paul has a leather tongue / nothing" choice) brings the detective back from the dead. Indeed, when you defeat the detective, the flag it sets in your save file is called
leatherstore_KilledLegrand
. It's completely unclear why he gets back up — not even gets, he just is up suddenly — if and only if you keep your trap shut.- You also get his magnifying glass twice, if he revives this way and you grab the items.
- You can't bring up your map while inside the shack.